- New player model: Neko.Â Â Â - Specular maps have been added to many player and weaponsmodels. These can be disabled by turning off detail textures.- Invulnerability powerup and effects- Grappling hook model, shader, and sounds- Angelyss, Gargoyle have been reanimated- Liz and SMarine animation glitches fixed- Music- Many of the old maps got entity tweaks, gametype unlocking and other fixes.- Benchmark demo- Fixed TEAMMATE kill message bug.- Prevent team changing and disconnect from changing team score in Team Deathmatch.- Don't let vampire resurrect dead players.- Now uses FFA spawnpoints in domination.- Workaround for Kamikaze bug.- g_autonextmap added (“Auto change level” in the menu). Randomly picks a new map once the current map has ended. The maps allowed for each gametype are configurable.- You can now see how much health the obelisk have left in Overload- Autoswitch weapon can now be set to only change to better or new weapons.- Chat beep can be disabled in options.- Changed default customvotefile to customvote.cfg.- Added the possibility for spawning in waves. The cvar g_respawntime says how often players should spawn.- Added a CVAR g_voteBan X – bans a player for X minutes using the KK-admin system- Added g_gravityModifier (default 1.0) that modifies g_gravity relatively to the value set by the map.- Additional dmflags. Most notably “Fast weapon switch” and “No self damage”.- Added a CVAR g_damageModifier to modify damage of all weapons and triggers.- Added replace_* cvars like disable_*. Can be used like “set replace_weapon_shotgun weapon_bfg” for replacing shutgun by BFG.- Handicap is reset to 100 once returned to the main menu. It is no longer changeable thorugh the GUI to prevent new players from hurting themself.- Added “Click to respawn”-message. Tells the player how long until they are allowed to respawn. Very relevant for wave spawning.- New specular code, r_specmode 1 to enable- New environment map code, r_envmode 1 to enable- Cascaded bloom, which is more 'natural', and is much faster on lower end hardware r_bloom_cascade 1 to enable- Support for GLSL shaders! - Bloom is not allowed if we don't have 32-bit color for textures. This stops the user from playing with corrupt bloom in 16-bit color since the bloom code doesn't really support that yet.

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